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Question by Moonlads · Jul 10, 2017 at 10:00 PM · gameobjectobjectplayerprefsobjectsiap

PlayerPrefs on gameObject

I imported IAP System in Unity Everything Works fine but the only thing that is bothering me is when i buy (something) it works fine but when i restart the scene it all restarts which is not what i want can someone tell me how to implement PlayerPrefs on GameObject i know that you cant do it like playerprefs.setint/setfloat/setstring i need help this is my code

 using System;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Purchasing;
 
 // Placing the Purchaser class in the CompleteProject namespace allows it to interact with ScoreManager, 
 // one of the existing Survival Shooter scripts.
 namespace CompleteProject
 {
     // Deriving the Purchaser class from IStoreListener enables it to receive messages from Unity Purchasing.
     public class Purchaser : MonoBehaviour, IStoreListener
     {
         private static IStoreController m_StoreController;          // The Unity Purchasing system.
         private static IExtensionProvider m_StoreExtensionProvider; // The store-specific Purchasing subsystems.
         public GameObject enableDisable;
         public GameObject diarjiej;
         // Product identifiers for all products capable of being purchased: 
         // "convenience" general identifiers for use with Purchasing, and their store-specific identifier 
         // counterparts for use with and outside of Unity Purchasing. Define store-specific identifiers 
         // also on each platform's publisher dashboard (iTunes Connect, Google Play Developer Console, etc.)
 
         // General product identifiers for the consumable, non-consumable, and subscription products.
         // Use these handles in the code to reference which product to purchase. Also use these values 
         // when defining the Product Identifiers on the store. Except, for illustration purposes, the 
         // kProductIDSubscription - it has custom Apple and Google identifiers. We declare their store-
         // specific mapping to Unity Purchasing's AddProduct, below.
         public static string kProductIDConsumable = "consumable";
         public static string kProductIDNonConsumable = "nonconsumable";
         public static string kProductIDSubscription = "subscription";
 
         // Apple App Store-specific product identifier for the subscription product.
         private static string kProductNameAppleSubscription = "com.unity3d.subscription.new";
 
         // Google Play Store-specific product identifier subscription product.
         private static string kProductNameGooglePlaySubscription = "com.unity3d.subscription.original";
 
         void Start()
         {
             // If we haven't set up the Unity Purchasing reference
             if (m_StoreController == null)
             {
                 // Begin to configure our connection to Purchasing
                 InitializePurchasing();
             }
         }
 
         public void InitializePurchasing()
         {
             // If we have already connected to Purchasing ...
             if (IsInitialized())
             {
                 // ... we are done here.
                 return;
             }
 
             // Create a builder, first passing in a suite of Unity provided stores.
             var builder = ConfigurationBuilder.Instance(StandardPurchasingModule.Instance());
 
             // Add a product to sell / restore by way of its identifier, associating the general identifier
             // with its store-specific identifiers.
             builder.AddProduct(kProductIDConsumable, ProductType.Consumable);
             // Continue adding the non-consumable product.
             builder.AddProduct(kProductIDNonConsumable, ProductType.NonConsumable);
             // And finish adding the subscription product. Notice this uses store-specific IDs, illustrating
             // if the Product ID was configured differently between Apple and Google stores. Also note that
             // one uses the general kProductIDSubscription handle inside the game - the store-specific IDs 
             // must only be referenced here. 
             builder.AddProduct(kProductIDSubscription, ProductType.Subscription, new IDs(){
                 { kProductNameAppleSubscription, AppleAppStore.Name },
                 { kProductNameGooglePlaySubscription, GooglePlay.Name },
             });
 
             // Kick off the remainder of the set-up with an asynchrounous call, passing the configuration 
             // and this class' instance. Expect a response either in OnInitialized or OnInitializeFailed.
             UnityPurchasing.Initialize(this, builder);
         }
 
 
         private bool IsInitialized()
         {
             // Only say we are initialized if both the Purchasing references are set.
             return m_StoreController != null && m_StoreExtensionProvider != null;
         }
 
 
         public void BuyConsumable()
         {
             // Buy the consumable product using its general identifier. Expect a response either 
             // through ProcessPurchase or OnPurchaseFailed asynchronously.
             BuyProductID(kProductIDConsumable);
         }
 
 
         public void BuyNonConsumable()
         {
             // Buy the non-consumable product using its general identifier. Expect a response either 
             // through ProcessPurchase or OnPurchaseFailed asynchronously.
             BuyProductID(kProductIDNonConsumable);
         }
 
 
         public void BuySubscription()
         {
             // Buy the subscription product using its the general identifier. Expect a response either 
             // through ProcessPurchase or OnPurchaseFailed asynchronously.
             // Notice how we use the general product identifier in spite of this ID being mapped to
             // custom store-specific identifiers above.
             BuyProductID(kProductIDSubscription);
         }
 
 
         void BuyProductID(string productId)
         {
             // If Purchasing has been initialized ...
             if (IsInitialized())
             {
                 // ... look up the Product reference with the general product identifier and the Purchasing 
                 // system's products collection.
                 Product product = m_StoreController.products.WithID(productId);
 
                 // If the look up found a product for this device's store and that product is ready to be sold ... 
                 if (product != null && product.availableToPurchase)
                 {
                     Debug.Log(string.Format("Purchasing product asychronously: '{0}'", product.definition.id));
                     // ... buy the product. Expect a response either through ProcessPurchase or OnPurchaseFailed 
                     // asynchronously.
                     m_StoreController.InitiatePurchase(product);
                 }
                 // Otherwise ...
                 else
                 {
                     // ... report the product look-up failure situation  
                     Debug.Log("BuyProductID: FAIL. Not purchasing product, either is not found or is not available for purchase");
                 }
             }
             // Otherwise ...
             else
             {
                 // ... report the fact Purchasing has not succeeded initializing yet. Consider waiting longer or 
                 // retrying initiailization.
                 Debug.Log("BuyProductID FAIL. Not initialized.");
             }
         }
 
 
         // Restore purchases previously made by this customer. Some platforms automatically restore purchases, like Google. 
         // Apple currently requires explicit purchase restoration for IAP, conditionally displaying a password prompt.
         public void RestorePurchases()
         {
             // If Purchasing has not yet been set up ...
             if (!IsInitialized())
             {
                 // ... report the situation and stop restoring. Consider either waiting longer, or retrying initialization.
                 Debug.Log("RestorePurchases FAIL. Not initialized.");
                 return;
             }
 
             // If we are running on an Apple device ... 
             if (Application.platform == RuntimePlatform.IPhonePlayer ||
                 Application.platform == RuntimePlatform.OSXPlayer)
             {
                 // ... begin restoring purchases
                 Debug.Log("RestorePurchases started ...");
 
                 // Fetch the Apple store-specific subsystem.
                 var apple = m_StoreExtensionProvider.GetExtension<IAppleExtensions>();
                 // Begin the asynchronous process of restoring purchases. Expect a confirmation response in 
                 // the Action<bool> below, and ProcessPurchase if there are previously purchased products to restore.
                 apple.RestoreTransactions((result) => {
                     // The first phase of restoration. If no more responses are received on ProcessPurchase then 
                     // no purchases are available to be restored.
                     Debug.Log("RestorePurchases continuing: " + result + ". If no further messages, no purchases available to restore.");
                 });
             }
             // Otherwise ...
             else
             {
                 // We are not running on an Apple device. No work is necessary to restore purchases.
                 Debug.Log("RestorePurchases FAIL. Not supported on this platform. Current = " + Application.platform);
             }
         }
 
 
         //  
         // --- IStoreListener
         //
 
         public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
         {
             // Purchasing has succeeded initializing. Collect our Purchasing references.
             Debug.Log("OnInitialized: PASS");
 
             // Overall Purchasing system, configured with products for this application.
             m_StoreController = controller;
             // Store specific subsystem, for accessing device-specific store features.
             m_StoreExtensionProvider = extensions;
         }
 
 
         public void OnInitializeFailed(InitializationFailureReason error)
         {
             // Purchasing set-up has not succeeded. Check error for reason. Consider sharing this reason with the user.
             Debug.Log("OnInitializeFailed InitializationFailureReason:" + error);
         }
 
 
         public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs args)
         {
             // A consumable product has been purchased by this user.
             if (String.Equals(args.purchasedProduct.definition.id, kProductIDConsumable, StringComparison.Ordinal))
             {
                 Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
                 // The consumable item has been successfully purchased, add 100 coins to the player's in-game score.
          
             }
             // Or ... a non-consumable product has been purchased by this user.
             else if (String.Equals(args.purchasedProduct.definition.id, kProductIDNonConsumable, StringComparison.Ordinal))
             {
                 Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
                 // TODO: The non-consumable item has been successfully purchased, grant this item
                 //to the player.
                 enableDisable.SetActive(true);
                 diarjiej.SetActive(false);
             }
             // Or ... a subscription product has been purchased by this user.
             else if (String.Equals(args.purchasedProduct.definition.id, kProductIDSubscription, StringComparison.Ordinal))
             {
                 Debug.Log(string.Format("ProcessPurchase: PASS. Product: '{0}'", args.purchasedProduct.definition.id));
                 // TODO: The subscription item has been successfully purchased, grant this to the player.
             }
             // Or ... an unknown product has been purchased by this user. Fill in additional products here....
             else
             {
                 Debug.Log(string.Format("ProcessPurchase: FAIL. Unrecognized product: '{0}'", args.purchasedProduct.definition.id));
             }
 
             // Return a flag indicating whether this product has completely been received, or if the application needs 
             // to be reminded of this purchase at next app launch. Use PurchaseProcessingResult.Pending when still 
             // saving purchased products to the cloud, and when that save is delayed. 
             return PurchaseProcessingResult.Complete;
         }
 
 
         public void OnPurchaseFailed(Product product, PurchaseFailureReason failureReason)
         {
             // A product purchase attempt did not succeed. Check failureReason for more detail. Consider sharing 
             // this reason with the user to guide their troubleshooting actions.
             Debug.Log(string.Format("OnPurchaseFailed: FAIL. Product: '{0}', PurchaseFailureReason: {1}", product.definition.storeSpecificId, failureReason));
         }
     }
 }
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Answer by Cynikal · Jul 10, 2017 at 10:12 PM

Disclaimer: I'm not reading all 251 lines of your code...

What you COULD do is set a bool on if a object was purchased... This wouldn't be very secure. As anyone with minor know how could just edit the playerprefs file to enable all items.

I am pretty sure there is a way to verify purchases with the IAP. So, at the start of the game, check for purchases made, then enable/disable appropriately.

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